Update Notes for Build 10.06.2025
-Patched vulnerability in UnityPlayer.dll (Also patched on mono-moddable branch, though the version number is not changed there)
Solve puzzle panels and uncover the meaning of the symbols within. Explore a dense world where secrets are hidden in plain sight.
| App ID | 1141580 |
|---|---|
| App type | Game |
| Developer | Matthew VanDevander |
| Publisher | Matthew VanDevander |
| Homepage | http://taiji-game.com |
| Release date | 2022-09-09 16:00 UTC |
| Release state | released |
| Controller support | full |
| Store page | store.steampowered.com/app/1141580 |
| Last store refresh | 7 hours ago |
| # | Executable | Arguments | OS | Description |
|---|---|---|---|---|
| 0 | Taiji.exe | windows |
No player history yet. This app is now tracked, so data will appear within about ten minutes.
| Playing now | Not polled yet (never) |
|---|---|
| 24-hour peak | |
| All-time peak (tracked) |
All Steam store regions, converted to USD at today's exchange rate, compared with the US price. Lowest is the lowest price SteamRaw has recorded for that region.
Loading regional prices…
| Date | Price | Regular | Discount |
|---|---|---|---|
| 2026-09-11 21:10 UTC | $24.99 | $24.99 |
| DLC | AppID | Release | Price |
|---|---|---|---|
| No DLC known for this app. | |||
| Branch | Build ID | Description | Updated | Password |
|---|---|---|---|---|
| public | 20272664 | 2025-10-06 15:33 UTC | ||
| mono-moddable | 20272581 | Uses the Mono backend, which has reduced performance but is more easily moddable | 2025-10-06 15:25 UTC |
| Depot | Name | OS | Size | Download | Public manifest | Notes |
|---|---|---|---|---|---|---|
| 1141581 | windows | 325.63 MB | 273.36 MB | 2193899610468114744 | branches: mono-moddable |
A build is one published version of the game's files on a branch. Steam assigns a new build ID every time the developer pushes an update, so this list is the update history of the app. The files inside a build (depot manifests) are only readable with an account that owns the game, which SteamRaw does not have yet, so build contents are not shown.
| Build ID | Branch | Updated | First seen |
|---|---|---|---|
| 20272664 | public | 2025-10-06 15:33 UTC | 7 hours ago |
| 20272581 | mono-moddable | 2025-10-06 15:25 UTC | 7 hours ago |
Every appinfo change SteamRaw has observed, grouped by changelist. Tags, features, languages, builds, depots, prices and any other key Steam publishes. Tracking since 2026-09-11 21:10 UTC.
No changes recorded since SteamRaw first saw this app. Every future PICS change will be listed here.
| Changelist | Apps | Packages | Seen | What changed |
|---|---|---|---|---|
| No changelists recorded for this app yet. | ||||
-Patched vulnerability in UnityPlayer.dll (Also patched on mono-moddable branch, though the version number is not changed there)
Grzegorz Bednorz (the composer for Taiji) just released an in-depth video essay covering much of what we did for the soundtrack in Taiji, as well as similar musical techniques in other games. This was originally supposed to go out as part of the 3rd Anniversary celebrations, but it was delayed for additional polish. Enjoy!
Hey, it's Matthew, the creator of Taiji, It’s hard to believe that it’s already been three whole years since Taiji originally released. I feel infinitely old just thinking about it. But in order to celebrate this doomed occasion, Gregory and I recorded a podcast in which we answered many audience questions about the game, as well as some of our own! This is a MASSIVE chonker of a podcast, weighing in at nearly 4 hours. Think of it as making up for that we didn’t do any of these the prior two years!I recommend making it a routine to listen a bit each day. And hey, I won’t criticize you if your
-Fixed issue where music layers were desynced at startup by the length of the loading screen -Fixed a small culling bug near Mine area
-Changed the stick tutorial icons (unified with Switch) -Slowed tutorial animations to prevent the idea of hammering on the buttons -Fixed the fading behavior of a lantern in the Mine -Added some missing music layers in the Mine area
-Optimizations to marking particles, floor puzzles now use a simpler marking particle system (since it is easy to have many of them in that case) -Fixed marking particles on floor puzzles sometimes being rendered even though the puzzle was faded out -Fixed a temporal discontinuity in the tile marking pulse that happened every 1000 seconds -Fixed being able to click on floor puzzles even if the player character was not standing on them -Fixed potential graphics bugs at edge of screen when camera is very zoomed out and moving -Fixed map station puzzles sometimes being active for one frame when t
-Fixed zoom mode being broken on easternmost Mill area puzzle (which used panel.id #0, which we were erroneously treating as no panel) -Fixed fog particles sometimes being scaled down or missing when camera zooms in very close -Controls Listing widget no longer creates new material instances on language change
-Zoom mode now triggers for unpowered floor puzzles, as this seems better than previous behavior -Fixed a null reference that could happen if the player toggled zoom while in the grace zone around a floor puzzle -Fixed ending graphics hiding prematurely under some circumstances as credits appear -Fixed a situation where reset tutorial wouldn't show when another solved floor puzzle was on screen -Tweaked zoom mode behavior slightly on eastern side of Gardens area
-Fixed bug that would skip the first map unlock animation in each play session -Fixed spark particles in Ruins permanently disabling when the area is culled -Fixed smoke particles in Mine permanently disabling when the area is culled -Fixed area complete torch particles obviously starting their animation when coming on screen (Still seems to happen sometimes, but I can't determine why) -Map was still rendering when inactive, if the player had not looked at the map yet this session -Orbiting bridges in Endgame area no longer updated when they are off-screen -Optimizations to rendering and CPU f
-Fix some culling and fadegroup issues with the ending cutscene (Apologies for so many builds today, but kind of an important bugfix)
-Remove some debug log spam
-Finalized Korean language translation (including storefront page and achievements) -Added a grace zone around pressure plates where zoom stays enabled to reduce weird camera movement between puzzles -Fix some small visual bugs in Orchard with sorting and incorrect puzzle scaling -Fix potential jittering graphics issues (only seen on Switch, so far) due to scaled or oddly aligned sprites
-Machine Translated Korean language support (Proper translation is still WIP, didn't want to ship yet, but many other bugs needed fixing and it's easier to just ship it than cut it out) -Moving platform puzzles were _still_ interactable (been broken since June, my most embarrassing bug lifetime to date) -Fixed pre endgame ripple effects which had been broken by recent optimizations -Fixed culling being too slow in white ending (fixing the latching fast cull bug caused this one) -Fixed issue where camera could zoom out so far that the edges of the screen would be garbled -Fixed tutorial hints s
-Fixed race conditions sometimes causing areas (notably Shrine) to fail to decull in ending cutscene -Some optimizations to culling behavior in the ending cutscene -Fixed 60 fps limit from the loading screen persisting into gameplay on first startup -Fixed fast cull state persisting after camera warps I somehow failed to post the build notes for the prior build (12.04.2024.2), so they are reproduced below: -Fix framerate limit not being applied at startup -Disable map completely when not visible (previously was still being submitted for rendering with 0 alpha)
-Updated from Unity 2021.3.8 to Unity 2021.3.39 (most recent version that didn't run into a stuttering bug with the loading screen) Shouldn't have any particular effect, but was needed for Switch development -Optimizations to rendering of black ending effects -Fixed small visual deculling bug near Ruins -Fixed an issue that could cause the camera to move strangely when launching the game for the first time
Full appinfo as delivered by Steam PICS, changenumber 38791956. Also at /api/app/1141580/raw.
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